Thousand Years of Sleep
Towers of high sorcery
The Towers of High Sorcery were built as places for Wizards of all three types of High Sorcery to come and study. The Towers were built by having three wizards, one from each order, come together with a Stone of Threes on a pre-selected site. The pre-selected sites originally were Wayreth Forest, Bright Horizon, Istar, Tarsis, Qim Sudri, Kal-Thax, and one unknown location. Tarsis though was later moved to the city of Daltigoth, and Kal-Thax was never built.
Together, the three wizards would spend many days finding all the corners of the building and pegging them out. To place one peg a wizard would have to cast a spell and then see where the spell landed, pegging that spot. Once this was done, the towers were raised from the very stone itself, to the great heights that they became.
- Tower of Wayreth
- Tower of Palanthas
- Tower of Istar
- Tower of Daltigoth
- Tower of Losarcum
- Towers that never were
There are nine groupings of magic in the world of Krynn, also called schools :
- Abjuration (or protective magic) & divination ; those are provinces of White Robed Mages ;
- Illusion & transmutation (or transforming magic) ; those are provinces of Red Robed Mages ;
- enchantment (mind influencing magic) & necromancy (life, death and undeath influencing magic) ; those are provinces of Black Robed Mages ;
- Conjuration (transport magic), evocation (energy wielding magic) and universal ; those form the common background of all mages.
As apprentices, mages may choose to specialize in any one of them except universal magic, but it’s not mandatory. Specializing brings enhanced power in a chosen school while losing access to one or two schools of magic (except divination or universal magic).
Evokers and conjurers do not face any moral problem when accessing any order. Specialized wizards tend to enter the order whose favored school they have already chose, but they are not forced to – though moral problems could arise from a necromancer’s joining the White Robes for instance.
Newly accepted Wizards of High Sorcery may benefit from (further) specializing in one of the schools favored by his chosen order. However, greater power comes at the cost of losing access to schools favored by the other orders.
Wizards may also gain access to various branches of high sorcery like war magic, become loremasters or even access to the exalted status of archmagi – like most members of the Conclave.
It could be said the last goal for any wizard is to become a member of the Conclave of Wizards. Only the most respected and powerful mages of each order can achieve this, however. The Conclave itself is formed of twenty one wizards: seven White, seven Red and seven Black Robes.
The leader of each Order is called the Head of that Order, each order choosing its own Head as it sees fit :
- White Robes vote, thus their leader is often a wise or charismatic person;
- Red Robes play, thus their leader is often either clever or lucky – or both;
- Black Robes fight, even to the death, thus their leader often is the most aggressive or domineering archmage.
The Highmage is chosen among the Conclave (most of the times among the Heads of the three orders) to lead the Conclave of Mages. They are chosen by the votes of all Wizards of High Sorcery on Ansalon through the consensus spell – the selected Highmage is then surrounded by a corona of light according to the feelings of the majority of Ansalon’s Robed Mages.
Conclave wizards (even the Highmage) remain in their position until either their death or their removal by the rest of the Conclave. They may also choose to simply step down.
Between other functions, the Conclave specifies the different guidelines the wizards must follow. They may look for promising new recruits, prepare Tests for apprentices, and research for new ways of employing magic.
Sometimes, the rules set by the Conclave are not accepted by some mages. In extreme cases, the wizards may decide to completely ignore all the rules. In these cases, the Conclave declares them renegades. Any Wizard of High Sorcery is required to inform the Conclave about the location and actions of renegades they may come across. In most cases, if the wizard hunts and slays a renegade, his actions are seen as fittable by the Conclave.
Renegades know their fate, and may actively work against the Mages of High Sorcery.